/**
 * 
 */
package com.dalonedrow.module.chivalrysorcery.constants;

/**
 * @author Donald
 */
interface ChivSorcIOConsts {
	int			GFLAG_DOOR							= 1 << 5;
	int			GFLAG_ELEVATOR						= 1 << 10;
	int			GFLAG_GOREEXPLODE					= 1 << 14;
	int			GFLAG_HIDEWEAPON					= 1 << 12;
	int			GFLAG_INTERACTIVITY					= 1;
	int			GFLAG_INTERACTIVITYHIDE				= 1 << 4;
	int			GFLAG_INVISIBILITY					= 1 << 6;
	int			GFLAG_ISINTREATZONE					= 1 << 1;
	int			GFLAG_MEGAHIDE						= 1 << 11;
	int			GFLAG_NEEDINIT						= 1 << 3;
	int			GFLAG_NO_PHYS_IO_COL				= 1 << 7;
	int			GFLAG_NOCOMPUTATION					= 1 << 15;
	int			GFLAG_NOGORE						= 1 << 13;
	int			GFLAG_PLATFORM						= 1 << 9;
	int			GFLAG_VIEW_BLOCKER					= 1 << 8;
	int			GFLAG_WASINTREATZONE				= 1 << 2;
	/** flag indicating the interactive object is a PC. */
	int			IO_01_PC							= 1 << 1;
	/** flag indicating the interactive object is an item. */
	int			IO_02_ITEM							= 1 << 2;
	/** flag indicating the interactive object is an NPC. */
	int			IO_03_NPC							= 1 << 3;
	/** flag indicating the interactive object is a fixable object. */
	int			IO_04_FIX							= 1 << 4;
	/** flag indicating the interactive object is under water. */
	int			IO_05_UNDERWATER					= 1 << 5;
	/** flag indicating the interactive object is a fixable object. */
	int			IO_06_FREEZESCRIPT					= 1 << 6;
	/** flag indicating the interactive object is a fixable object. */
	int			IO_07_NO_COLLISIONS					= 1 << 7;
	/** flag indicating the interactive object is a fixable object. */
	int			IO_08_INVULNERABILITY				= 1 << 8;
	/** flag indicating the interactive object is a fixable object. */
	int			IO_09_SHOP							= 1 << 9;
	/** flag indicating the interactive object is gold. */
	int			IO_10_GOLD							= 1 << 10;
	/** flag indicating the interactive object has interactivity. */
	int			IO_11_INTERACTIVITY					= 1 << 11;
	int			IO_15_MOVABLE						= 1 << 15;
	/** equipment element APPEARANCE. */
	int			IO_EQUIPITEM_ELEMENT_APPEARANCE		= 0;
	/** equipment element BARDIC VOICE. */
	int			IO_EQUIPITEM_ELEMENT_BARDIC_VOICE	= 1;
	/** equipment element BODY. */
	int			IO_EQUIPITEM_ELEMENT_BODY			= 2;
	/** equipment element CONSTITUTION. */
	int			IO_EQUIPITEM_ELEMENT_CONSTITUTION	= 3;
	/** equipment element DEXTERITY. */
	int			IO_EQUIPITEM_ELEMENT_DEXTERITY		= 4;
	/** equipment element FATIGUE. */
	int			IO_EQUIPITEM_ELEMENT_FATIGUE		= 5;
	/** equipment element FEROCITY. */
	int			IO_EQUIPITEM_ELEMENT_FEROCITY		= 6;
	/** equipment element INTELLIGENCE. */
	int			IO_EQUIPITEM_ELEMENT_INTELLIGENCE	= 7;
	/** equipment element MAX BODY. */
	int			IO_EQUIPITEM_ELEMENT_MAX_BODY		= 8;
	/** equipment element MAX FATIGUE. */
	int			IO_EQUIPITEM_ELEMENT_MAX_FATIGUE	= 9;
	/** the number of equipment element modifiers. */
	int			IO_EQUIPITEM_ELEMENT_NUMBER			= 13;
	/** equipment element PIETY. */
	int			IO_EQUIPITEM_ELEMENT_PIETY			= 10;
	/** equipment element STRENGTH. */
	int			IO_EQUIPITEM_ELEMENT_STRENGTH		= 11;
	/** equipment element WISDOM. */
	int			IO_EQUIPITEM_ELEMENT_WISDOM			= 12;
	/** the list of equipment modifiers. */
	String[]	IO_EQUIPITEM_ELEMENTS				= {
			"IO_EQUIPITEM_ELEMENT_APPEARANCE",
			"IO_EQUIPITEM_ELEMENT_BARDIC_VOICE",
			"IO_EQUIPITEM_ELEMENT_BODY",
			"IO_EQUIPITEM_ELEMENT_CONSTITUTION",
			"IO_EQUIPITEM_ELEMENT_DEXTERITY",
			"IO_EQUIPITEM_ELEMENT_FATIGUE",
			"IO_EQUIPITEM_ELEMENT_FEROCITY",
			"IO_EQUIPITEM_ELEMENT_INTELLIGENCE",
			"IO_EQUIPITEM_ELEMENT_MAX_BODY",
			"IO_EQUIPITEM_ELEMENT_MAX_FATIGUE",
			"IO_EQUIPITEM_ELEMENT_PIETY",
			"IO_EQUIPITEM_ELEMENT_STRENGTH",
			"IO_EQUIPITEM_ELEMENT_WISDOM"
													};
	int			IO_SHOP								= 1 << 17;
	int			IO_UNIQUE							= 1 << 16;
	int			MAX_SPELLS							= 29;
	int			NPCFLAG_BACKSTAB					= 1;
	int			SHOW_FLAG_DESTROYED					= 255;
	int			SHOW_FLAG_HIDDEN					= 5;		// In =
																// Inventory;
	int			SHOW_FLAG_IN_INVENTORY				= 4;		// In =
																// Inventory;
	int			SHOW_FLAG_IN_SCENE					= 1;
	int			SHOW_FLAG_KILLED					= 7;		// Not Used =
																// Yet;
	int			SHOW_FLAG_LINKED					= 2;
	int			SHOW_FLAG_MEGAHIDE					= 8;
	int			SHOW_FLAG_NOT_DRAWN					= 0;
	int			SHOW_FLAG_ON_PLAYER					= 9;
	int			SHOW_FLAG_TELEPORTING				= 6;
}
